diff options
Diffstat (limited to '3rdparty/bgfx/src/bgfx_shader.sh')
-rw-r--r-- | 3rdparty/bgfx/src/bgfx_shader.sh | 30 |
1 files changed, 24 insertions, 6 deletions
diff --git a/3rdparty/bgfx/src/bgfx_shader.sh b/3rdparty/bgfx/src/bgfx_shader.sh index 5349404311d..6f87c405c97 100644 --- a/3rdparty/bgfx/src/bgfx_shader.sh +++ b/3rdparty/bgfx/src/bgfx_shader.sh @@ -29,11 +29,11 @@ #endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT #if BGFX_SHADER_LANGUAGE_GLSL -# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[]( -# define ARRAY_END() ) +# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[]( +# define ARRAY_END() ) #else -# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = { -# define ARRAY_END() } +# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = { +# define ARRAY_END() } #endif // BGFX_SHADER_LANGUAGE_GLSL #if BGFX_SHADER_LANGUAGE_HLSL \ @@ -593,7 +593,6 @@ mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3) return mat4(_0, _1, _2, _3); #endif // BGFX_SHADER_LANGUAGE_GLSL } - mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3) { #if BGFX_SHADER_LANGUAGE_GLSL @@ -602,7 +601,14 @@ mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3) return transpose(mat4(_0, _1, _2, _3) ); #endif // BGFX_SHADER_LANGUAGE_GLSL } - +mat3 mtxFromRows(vec3 _0, vec3 _1, vec3 _2) +{ +#if BGFX_SHADER_LANGUAGE_GLSL + return transpose(mat3(_0, _1, _2) ); +#else + return mat3(_0, _1, _2); +#endif // BGFX_SHADER_LANGUAGE_GLSL +} mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2) { #if BGFX_SHADER_LANGUAGE_GLSL @@ -612,6 +618,18 @@ mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2) #endif // BGFX_SHADER_LANGUAGE_GLSL } +#if BGFX_SHADER_LANGUAGE_GLSL +#define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2) ) +#define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) ) +#define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2) +#define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3) +#else +#define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2) +#define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3) +#define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2) ) +#define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) ) +#endif // BGFX_SHADER_LANGUAGE_GLSL + uniform vec4 u_viewRect; uniform vec4 u_viewTexel; uniform mat4 u_view; |